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Sure, the AI is going to ram you here and there sometimes, thats why this is wreckfest. But why are you going to use a mod to remove that behaviour??? dude, you are playing wreckfest. If you want a clean racing game go to play everything else... really. Where you dont need to worry about these features.
W such fun handling model i'd love if i could get the AI to not die on the first corner on some of the tracks and allow for long packs of racing around in longer races. Alas i've no idea if there are any mods that can fix this currently :c Hopefully there will be but for now, no clue
Edit: An alternative i found is to also just decrease the grid size; cars get less bunched up if there's less of them on the track
One is the Seventies Stocks Gatecrasher mod. It only has the aggression turned off for Gatecrashers, though.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2109150950
When I get time, I'll add a no aggression option for the fifties stocks like Hotshot, Wingman, Outlaw and Bulldog. So far I only have the Wingman aggression turned off. Mostly so they don't wreck themselves too much. The others still have regular game aggression.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1989445672
The Nascar Legends mod has AI aggression turned off but damage is changed and other AI behavior is also changed. Some of the game updates made the AI crash a little more than they used too. I'm not really supposed to change the AI behavior for that one and the original modder working on it doesn't play Wreckfest any more.
I haven't tried the Racing AI mod recently. I'll have to run some races with it and see how it holds up
Yeah it may have been a bit over the top, but half the grid keeps crashing on lap 1. The Problem is not that they crash, just that they do it so often that they arent competetive anymore. I want a racing/crashing 50/50 ratio and thats not really there in the base game. And i would really enjoy that because wreckfest has the best damage model of any "racing game" really. Some mods received some updates tho lately i think. (+Lowering the damage doesnt do anything because the ai is still slow in general even if they stay alive for an extended period and will still prioritize ramming you instead of keeping up with the pack)
This also apply with
Racefest
US pro stocks
80s IROC
Rallycross mod
And others
Though the new nascar 88 AI is superior to the above, they are the best I’ve made yet.
Thanks
That literally sounds like me, I used to rant on about it constantly before I started modding it to my liking.
I already knew of your old mods back then and noticed you updating them in recent time, thank you so much for the content! Was really happy to see your return, always wanted to try them myself and they work perfectly haha
Thank you very much I really appreciate that.
Yes I suppose the key factor is that the mods make the game how I want my game to be, so that allows me to put in the hours at night and make them look good and work properly, I myself am overwhelmingly driven by the excitement of the finished item.
I felt the game has too much potential to just be an anything goes wrecky racer, because of its great graphics, damaged physics and all kinds of vehicle / track types just to name a few.
Thanks
I had the very same thoughts way back then and was really exited to see the mods working, but i still lack coding experience and wouldnt ever be capable of realising what i wanted the game to be but im very thankful you are investing so much time into that!
I have one question: Is it possible to make the AI rejoin in a smoother way instead of choosing the shortest path to the ai line (which is straight back into the racing line) and would it be possible to give the AI more forward vision (and just generally better vision of their surroundings), so they dont run straight into other, slower moving cars? Thats really the only thing that still disrupts the realism and immersion of the gameplay. Or is this stuff hardcoded? Would really interest me.
I have never looked into modifying the regain track elements of the AI, but I will have a look.
I can increase their awareness for them to swerve slower cars more, but this is how I finally managed to achieve bumper to bumper racing, by altering that awareness, where they push each other along if there is not space to pass, this combined with the decreased ramming behaviour and power to position grid order achieves exciting close pack racing, with the faster cars at the back trying to pass the cars in front.
In the a early days of me making Racefest the races were very uniform and too clean with just the ramming probability removed, from intense testing and observing over much time I’ve done what works best for exciting races without predictable outcomes.
So the swerving slow cars is unlikely as it will dilute the bump drafting effect I’ve achieved, but I will have a look into the regain track part, perhaps make them wait longer..
I’m referring mainly to nascar 88 as it’s my newest Ai build, I may return to my other mods to apply new things I found making this one, such as the Ai spin out angle on some cars.
Thanks
Thank you very much for explaining.
I think the "avoiding other cars" problem is generally just a result of the rejoin issues the AI has, so by fixing that encountering a slower car wouldnt happen that often anyways. Its only really obvious at big ovals like Talladega because of the long straights and the high speeds. While still just relatively noticable on short tracks there sometimes slow cars take out the whole field when theyre getting lapped after they have lost a tire for example (which couldnt be fixed by solving the rejoin stuff) or after a car from the pack infront has been spun out and the second pack catches up. Waiting would be a really good solution (or you could somehow make them rejoin into the direction of the racing flow, i have no idea how tho. Maybe just a mix of both)
I have a lot of playtime and testing time with the clean AI and just AI in general so i know quite a lot about their behaviour now. Id rather keep the bump drafting and close pack racing if swerving requires its removal, because that really makes the races dynamic, like you said.
I dont know if different race results could be produced alternatively (besides the already used power to position grid order) but i had ideas like a randomised chance of more throttle input or something. Like randomised mistakes (self induced spinouts, corner overshoots etc.) that just happen from time to time. But i guess that would take a lot of effort to make it work correctly and is probably very complex (or maybe even straight up not possible with that the game provides). So i will leave it as a thought right there. If you ever have the passion to investigate that, feel free to haha.
I still need to test the new AI in the nascar 88 mod, because ive been focused on the racefest AI, so this is mainly based of of that.
Thanks a lot for looking into that stuff!
There is a mistake factor for braking steering and acceleration, but you’d need a separate profile and hours of testing for each Ai driver, the random chance works identically for every car with that profile, so you see synchronised run wides lol
Nascar 88 has 3 different profiles scattered equally amongst them, 1 has a high oversteer angle for more aggressive but more risky driving, with a slight chance of being unsportsmanlike (Dale Earnhardt lol)
Another is the sweet spot of steering angle and race focused Ai, the 3rd type is a very safe and consistent steering angle also with race only behaviour.
Mix these different profiles with the power to position equality (the dynamic Ai in nascar 88) and it makes for some exciting unpredictable racing.
It’s the best racing experience I’ve made yet.
I’m still tinkering about with ideas.
Thanks